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Some minor cleanup. [skip ci]
This commit is contained in:
parent
c06c69c420
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96925f0dde
@ -107,9 +107,9 @@ public:
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/* General Information Queries */
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bool AddBannedIP(char* bannedIP, const char* notes); //Lieka Edit: Add IP address to the Banned_IPs table.
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bool AddBannedIP(char* bannedIP, const char* notes); //Add IP address to the Banned_IPs table.
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bool AddGMIP(char* ip_address, char* name);
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bool CheckBannedIPs(const char* loginIP); //Lieka Edit: Check incoming connection against banned IP table.
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bool CheckBannedIPs(const char* loginIP); //Check incoming connection against banned IP table.
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bool CheckGMIPs(const char* loginIP, uint32 account_id);
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bool CheckNameFilter(const char* name, bool surname = false);
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bool CheckUsedName(const char* name);
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@ -118,7 +118,7 @@ public:
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uint32 GetAccountIDByChar(uint32 char_id);
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uint32 GetAccountIDByName(const char* accname, int16* status = 0, uint32* lsid = 0);
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uint32 GetCharacterID(const char *name);
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uint32 GetCharacterInfo(const char* iName, uint32* oAccID = 0, uint32* oZoneID = 0, uint32* oInstanceID = 0,float* oX = 0, float* oY = 0, float* oZ = 0);
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uint32 GetCharacterInfo(const char* iName, uint32* oAccID = 0, uint32* oZoneID = 0, uint32* oInstanceID = 0, float* oX = 0, float* oY = 0, float* oZ = 0);
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uint32 GetGuildIDByCharID(uint32 char_id);
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void GetAccountName(uint32 accountid, char* name, uint32* oLSAccountID = 0);
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@ -368,7 +368,7 @@ enum {
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#define AT_DamageState 44 // The damage state of a destructible object (0 through 4)
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//#define AT_Trader 300 // Bazzar Trader Mode
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// solar: animations for AT_Anim
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// animations for AT_Anim
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#define ANIM_FREEZE 102
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#define ANIM_STAND 0x64
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#define ANIM_SIT 0x6e
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@ -540,7 +540,7 @@ struct SpawnAppearance_Struct
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};
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// solar: this is used inside profile
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// this is used inside profile
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struct SpellBuff_Struct
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{
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/*000*/ uint8 slotid; //badly named... seems to be 2 for a real buff, 0 otherwise
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@ -1268,7 +1268,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1292,7 +1292,7 @@ struct Action_Struct
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/* 31 */
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1811,7 +1811,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -72,7 +72,7 @@ namespace Console {
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LightRed = 12,
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LightMagenta = 13,
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Yellow = 14,
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White = 15,
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White = 15
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};
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}
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@ -174,7 +174,7 @@ void EQEmuLogSys::ProcessLogWrite(uint16 debug_level, uint16 log_category, const
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process_log << time_stamp << " " << message << std::endl;
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}
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uint16 EQEmuLogSys::GetWindowsConsoleColorFromCategory(uint16 log_category){
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uint16 EQEmuLogSys::GetWindowsConsoleColorFromCategory(uint16 log_category) {
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switch (log_category) {
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case Logs::Status:
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case Logs::Normal:
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@ -197,7 +197,7 @@ uint16 EQEmuLogSys::GetWindowsConsoleColorFromCategory(uint16 log_category){
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}
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}
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std::string EQEmuLogSys::GetLinuxConsoleColorFromCategory(uint16 log_category){
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std::string EQEmuLogSys::GetLinuxConsoleColorFromCategory(uint16 log_category) {
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switch (log_category) {
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case Logs::Status:
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case Logs::Normal:
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@ -220,7 +220,7 @@ std::string EQEmuLogSys::GetLinuxConsoleColorFromCategory(uint16 log_category){
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}
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}
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uint16 EQEmuLogSys::GetGMSayColorFromCategory(uint16 log_category){
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uint16 EQEmuLogSys::GetGMSayColorFromCategory(uint16 log_category) {
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switch (log_category) {
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case Logs::Status:
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case Logs::Normal:
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@ -317,7 +317,7 @@ void EQEmuLogSys::MakeDirectory(const std::string &directory_name)
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void EQEmuLogSys::CloseFileLogs()
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{
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if (process_log.is_open()){
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if (process_log.is_open()) {
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process_log.close();
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}
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}
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@ -26,11 +26,11 @@
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#include "types.h"
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namespace Logs{
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namespace Logs {
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enum DebugLevel {
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General = 1, /* 1 - Low-Level general debugging, useful info on single line */
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Moderate, /* 2 - Informational based, used in functions, when particular things load */
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Detail, /* 3 - Use this for extreme detail in logging, usually in extreme debugging in the stack or interprocess communication */
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Detail /* 3 - Use this for extreme detail in logging, usually in extreme debugging in the stack or interprocess communication */
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};
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/*
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@ -121,7 +121,7 @@ namespace Logs{
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"MySQL Error",
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"MySQL Query",
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"Mercenaries",
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"Quest Debug",
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"Quest Debug"
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};
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}
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@ -156,7 +156,7 @@ public:
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log_to_gmsay[category_id] = [1-3] - Sets debug level for category to output to gmsay
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*/
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struct LogSettings{
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struct LogSettings {
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uint8 log_to_file;
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uint8 log_to_console;
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uint8 log_to_gmsay;
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@ -1394,7 +1394,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1445,7 +1445,7 @@ struct ActionAlt_Struct
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/*56*/
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1997,7 +1997,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -1425,7 +1425,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1476,7 +1476,7 @@ struct ActionAlt_Struct
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/*56*/
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -2028,7 +2028,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -538,7 +538,7 @@ struct SpawnAppearance_Struct
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};
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// solar: this is used inside profile
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// this is used inside profile
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struct SpellBuff_Struct
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{
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/*000*/ uint8 slotid; //badly named... seems to be 2 for a real buff, 0 otherwise
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@ -1196,7 +1196,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1248,7 +1248,7 @@ struct ActionAlt_Struct // ActionAlt_Struct - Size: 56 bytes
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/*0056*/
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1791,7 +1791,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -515,7 +515,7 @@ struct SpawnAppearance_Struct
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};
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// solar: this is used inside profile
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// this is used inside profile
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struct SpellBuff_Struct
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{
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/*000*/ uint8 slotid; //badly named... seems to be 2 for a real buff, 0 otherwise
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@ -1172,7 +1172,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1224,7 +1224,7 @@ struct ActionAlt_Struct // ActionAlt_Struct - Size: 56 bytes
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/*0056*/
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1768,7 +1768,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -438,7 +438,7 @@ struct SpawnAppearance_Struct
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};
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// solar: this is used inside profile
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// this is used inside profile
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struct SpellBuff_Struct
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{
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/*000*/ uint8 slotid; //badly named... seems to be 2 for a real buff, 0 otherwise
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@ -1054,7 +1054,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1078,7 +1078,7 @@ struct Action_Struct
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/* 31 */
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1516,7 +1516,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -1250,7 +1250,7 @@ struct Animation_Struct {
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/*04*/
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};
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// solar: this is what causes the caster to animate and the target to
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// this is what causes the caster to animate and the target to
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// get the particle effects around them when a spell is cast
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// also causes a buff icon
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struct Action_Struct
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@ -1305,7 +1305,7 @@ struct ActionAlt_Struct
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/*64*/
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};
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// solar: this is what prints the You have been struck. and the regular
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// this is what prints the You have been struck. and the regular
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// melee messages like You try to pierce, etc. It's basically the melee
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// and spell damage message
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struct CombatDamage_Struct
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@ -1849,7 +1849,7 @@ struct RandomReq_Struct {
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uint32 high;
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};
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/* solar: 9/23/03 reply to /random command; struct from Zaphod */
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/* 9/23/03 reply to /random command */
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struct RandomReply_Struct {
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/* 00 */ uint32 low;
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/* 04 */ uint32 high;
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@ -19,7 +19,7 @@
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/*
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solar: General outline of spell casting process
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General outline of spell casting process
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1.
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a) Client clicks a spell bar gem, ability, or item. client_process.cpp
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@ -618,7 +618,7 @@ typedef enum {
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#define DF_Permanent 50
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// solar: note this struct is historical, we don't actually need it to be
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// note this struct is historical, we don't actually need it to be
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// aligned to anything, but for maintaining it it is kept in the order that
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// the fields in the text file are. the numbering is not offset, but field
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// number. note that the id field is counted as 0, this way the numbers
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@ -256,7 +256,7 @@ bool atobool(const char* iBool) {
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return false;
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}
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// solar: removes the crap and turns the underscores into spaces.
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// removes the crap and turns the underscores into spaces.
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char *CleanMobName(const char *in, char *out)
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{
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unsigned i, j;
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@ -1616,7 +1616,7 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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int Charerrors = 0;
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// solar: if this is increased you'll have to add a column to the classrace
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// if this is increased you'll have to add a column to the classrace
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// table below
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#define _TABLE_RACES 16
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@ -1678,7 +1678,7 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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{ /*Enchanter*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false, true},
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{ /*Beastlord*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, false, false},
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{ /*Berserker*/ false, true, false, false, false, false, false, true, true, true, false, false, false, true, false, false}
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};//Initial table by kathgar, editted by Wiz for accuracy, solar too
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};
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if (!cc)
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return false;
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@ -1711,7 +1711,7 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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return false;
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}
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// solar: add up the base values for this class/race
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// add up the base values for this class/race
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// this is what they start with, and they have stat_points more
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// that can distributed
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bSTR = BaseClass[classtemp][0] + BaseRace[racetemp][0];
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@ -1725,7 +1725,7 @@ bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
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bTOTAL = bSTR + bSTA + bAGI + bDEX + bWIS + bINT + bCHA;
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cTOTAL = cc->STR + cc->STA + cc->AGI + cc->DEX + cc->WIS + cc->INT + cc->CHA;
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// solar: the first check makes sure the total is exactly what was expected.
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// the first check makes sure the total is exactly what was expected.
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// this will catch all the stat cheating, but there's still the issue
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// of reducing CHA or INT or something, to use for STR, so we check
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// that none are lower than the base or higher than base + stat_points
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@ -32,7 +32,7 @@ extern std::vector<RaceClassAllocation> character_create_allocations;
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extern std::vector<RaceClassCombos> character_create_race_class_combos;
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// solar: the current stuff is at the bottom of this function
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// the current stuff is at the bottom of this function
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void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct* cs, uint32 ClientVersion) {
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Inventory *inv;
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uint8 has_home = 0;
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@ -665,7 +665,7 @@ bool ZoneServer::Process() {
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}
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case ServerOP_ZoneToZoneRequest: {
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//
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// solar: ZoneChange is received by the zone the player is in, then the
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// ZoneChange is received by the zone the player is in, then the
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// zone sends a ZTZ which ends up here. This code then find the target
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// (ingress point) and boots it if needed, then sends the ZTZ to it.
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// The ingress server will decide wether the player can enter, then will
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@ -481,7 +481,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
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}
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/*
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solar: returns false if attack should not be allowed
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returns false if attack should not be allowed
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I try to list every type of conflict that's possible here, so it's easy
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to see how the decision is made. Yea, it could be condensed and made
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faster, but I'm doing it this way to make it readable and easy to modify
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@ -550,7 +550,7 @@ bool Mob::IsAttackAllowed(Mob *target, bool isSpellAttack)
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}
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}
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// solar: the format here is a matrix of mob type vs mob type.
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// the format here is a matrix of mob type vs mob type.
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// redundant ones are omitted and the reverse is tried if it falls through.
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// first figure out if we're pets. we always look at the master's flags.
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@ -701,7 +701,7 @@ type', in which case, the answer is yes.
|
||||
}
|
||||
|
||||
|
||||
// solar: this is to check if non detrimental things are allowed to be done
|
||||
// this is to check if non detrimental things are allowed to be done
|
||||
// to the target. clients cannot affect npcs and vice versa, and clients
|
||||
// cannot affect other clients that are not of the same pvp flag as them.
|
||||
// also goes for their pets
|
||||
@ -717,7 +717,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
|
||||
if (target->GetAllowBeneficial())
|
||||
return true;
|
||||
|
||||
// solar: see IsAttackAllowed for notes
|
||||
// see IsAttackAllowed for notes
|
||||
|
||||
// first figure out if we're pets. we always look at the master's flags.
|
||||
// no need to compare pets to anything
|
||||
|
||||
@ -343,7 +343,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
|
||||
|
||||
bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
|
||||
{
|
||||
/* solar: called when a mob is attacked, does the checks to see if it's a hit
|
||||
/* called when a mob is attacked, does the checks to see if it's a hit
|
||||
* and does other mitigation checks. 'this' is the mob being attacked.
|
||||
*
|
||||
* special return values:
|
||||
@ -1378,7 +1378,7 @@ void Client::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes att
|
||||
if(spell_id==0)
|
||||
spell_id = SPELL_UNKNOWN;
|
||||
|
||||
// cut all PVP spell damage to 2/3 -solar
|
||||
// cut all PVP spell damage to 2/3
|
||||
// Blasting ourselfs is considered PvP
|
||||
//Don't do PvP mitigation if the caster is damaging himself
|
||||
if(other && other->IsClient() && (other != this) && damage > 0) {
|
||||
@ -2545,7 +2545,7 @@ void Mob::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, b
|
||||
}
|
||||
}
|
||||
|
||||
// solar: this is called from Damage() when 'this' is attacked by 'other.
|
||||
// this is called from Damage() when 'this' is attacked by 'other.
|
||||
// 'this' is the one being attacked
|
||||
// 'other' is the attacker
|
||||
// a damage shield causes damage (or healing) to whoever attacks the wearer
|
||||
|
||||
@ -18,7 +18,7 @@
|
||||
|
||||
/*
|
||||
|
||||
solar: Beacon class, extends Mob. Used for AE rain spells to have a mob
|
||||
Beacon class, extends Mob. Used for AE rain spells to have a mob
|
||||
target to center around.
|
||||
|
||||
*/
|
||||
@ -48,7 +48,7 @@ class Zone;
|
||||
extern EntityList entity_list;
|
||||
extern Zone* zone;
|
||||
|
||||
// solar: if lifetime is 0 this is a permanent beacon.. not sure if that'll be
|
||||
// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
|
||||
// useful for anything
|
||||
Beacon::Beacon(Mob *at_mob, int lifetime)
|
||||
:Mob
|
||||
|
||||
@ -7406,7 +7406,7 @@ float Bot::GetProcChances(float ProcBonus, uint16 hand) {
|
||||
|
||||
bool Bot::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
|
||||
{
|
||||
/* solar: called when a mob is attacked, does the checks to see if it's a hit
|
||||
/* called when a mob is attacked, does the checks to see if it's a hit
|
||||
* and does other mitigation checks. 'this' is the mob being attacked.
|
||||
*
|
||||
* special return values:
|
||||
@ -7781,7 +7781,7 @@ void Bot::TryBackstab(Mob *other, int ReuseTime) {
|
||||
|
||||
if (bIsBehind || bCanFrontalBS){ // Bot is behind other OR can do Frontal Backstab
|
||||
|
||||
// solar - chance to assassinate
|
||||
// chance to assassinate
|
||||
int chance = 10 + (GetDEX()/10) + (itembonuses.HeroicDEX/10); //18.5% chance at 85 dex 40% chance at 300 dex
|
||||
if(
|
||||
level >= 60 && // bot is 60 or higher
|
||||
|
||||
@ -413,15 +413,6 @@ int Client::HandlePacket(const EQApplicationPacket *app)
|
||||
std::cout << "Received 0x" << std::hex << std::setw(4) << std::setfill('0') << opcode << ", size=" << std::dec << app->size << std::endl;
|
||||
#endif
|
||||
|
||||
#ifdef SOLAR
|
||||
if(0 && opcode != OP_ClientUpdate)
|
||||
{
|
||||
Log.LogDebug(Logs::General,"HandlePacket() OPCODE debug enabled client %s", GetName());
|
||||
std::cerr << "OPCODE: " << std::hex << std::setw(4) << std::setfill('0') << opcode << std::dec << ", size: " << app->size << std::endl;
|
||||
DumpPacket(app);
|
||||
}
|
||||
#endif
|
||||
|
||||
switch(client_state) {
|
||||
case CLIENT_CONNECTING: {
|
||||
if(ConnectingOpcodes.count(opcode) != 1) {
|
||||
|
||||
@ -7,7 +7,7 @@
|
||||
#define HIGHEST_RESIST 9 //Max resist type value
|
||||
#define MAX_SPELL_PROJECTILE 10 //Max amount of spell projectiles that can be active by a single mob.
|
||||
|
||||
/* solar: macros for IsAttackAllowed, IsBeneficialAllowed */
|
||||
/* macros for IsAttackAllowed, IsBeneficialAllowed */
|
||||
#define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC())
|
||||
#define _NPC(x) (x && x->IsNPC() && !x->CastToMob()->GetOwnerID())
|
||||
#define _BECOMENPC(x) (x && x->IsClient() && x->CastToClient()->IsBecomeNPC())
|
||||
|
||||
@ -318,7 +318,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
|
||||
// get their tints
|
||||
memcpy(item_tint, &client->GetPP().item_tint, sizeof(item_tint));
|
||||
|
||||
// solar: TODO soulbound items need not be added to corpse, but they need
|
||||
// TODO soulbound items need not be added to corpse, but they need
|
||||
// to go into the regular slots on the player, out of bags
|
||||
std::list<uint32> removed_list;
|
||||
|
||||
|
||||
@ -684,7 +684,7 @@ void EntityList::AETaunt(Client* taunter, float range)
|
||||
}
|
||||
}
|
||||
|
||||
// solar: causes caster to hit every mob within dist range of center with
|
||||
// causes caster to hit every mob within dist range of center with
|
||||
// spell_id.
|
||||
// NPC spells will only affect other NPCs with compatible faction
|
||||
void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster, int16 resist_adjust)
|
||||
@ -820,7 +820,7 @@ void EntityList::MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool a
|
||||
}
|
||||
}
|
||||
|
||||
// solar: causes caster to hit every mob within dist range of center with
|
||||
// causes caster to hit every mob within dist range of center with
|
||||
// a bard pulse of spell_id.
|
||||
// NPC spells will only affect other NPCs with compatible faction
|
||||
void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster)
|
||||
|
||||
@ -879,7 +879,7 @@ void Client::PutLootInInventory(int16 slot_id, const ItemInst &inst, ServerLootI
|
||||
|
||||
if(bag_item_data) { // bag contents
|
||||
int16 interior_slot;
|
||||
// solar: our bag went into slot_id, now let's pack the contents in
|
||||
// our bag went into slot_id, now let's pack the contents in
|
||||
for(int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
|
||||
if(bag_item_data[i] == nullptr)
|
||||
continue;
|
||||
@ -993,7 +993,7 @@ bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_curs
|
||||
return false;
|
||||
}
|
||||
|
||||
// solar: helper function for AutoPutLootInInventory
|
||||
// helper function for AutoPutLootInInventory
|
||||
void Client::MoveItemCharges(ItemInst &from, int16 to_slot, uint8 type)
|
||||
{
|
||||
ItemInst *tmp_inst = m_inv.GetItem(to_slot);
|
||||
|
||||
@ -2792,7 +2792,7 @@ void Mob::Say(const char *format, ...)
|
||||
}
|
||||
|
||||
//
|
||||
// solar: this is like the above, but the first parameter is a string id
|
||||
// this is like the above, but the first parameter is a string id
|
||||
//
|
||||
void Mob::Say_StringID(uint32 string_id, const char *message3, const char *message4, const char *message5, const char *message6, const char *message7, const char *message8, const char *message9)
|
||||
{
|
||||
|
||||
@ -123,7 +123,7 @@ public:
|
||||
|
||||
//Attack
|
||||
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
|
||||
virtual void RogueAssassinate(Mob* other); // solar
|
||||
virtual void RogueAssassinate(Mob* other);
|
||||
float MobAngle(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const;
|
||||
// greater than 90 is behind
|
||||
inline bool BehindMob(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const
|
||||
|
||||
@ -663,7 +663,7 @@ void Mob::RogueBackstab(Mob* other, bool min_damage, int ReuseTime)
|
||||
DoAnim(animPiercing);
|
||||
}
|
||||
|
||||
// solar - assassinate [Kayen: No longer used for regular assassinate 6-29-14]
|
||||
// assassinate [No longer used for regular assassinate 6-29-14]
|
||||
void Mob::RogueAssassinate(Mob* other)
|
||||
{
|
||||
//can you dodge, parry, etc.. an assassinate??
|
||||
|
||||
@ -647,7 +647,7 @@ void WorldServer::Process() {
|
||||
case ServerOP_Petition: {
|
||||
std::cout << "Got Server Requested Petition List Refresh" << std::endl;
|
||||
ServerPetitionUpdate_Struct* sus = (ServerPetitionUpdate_Struct*) pack->pBuffer;
|
||||
// solar: this was typoed to = instead of ==, not that it acts any different now though..
|
||||
// this was typoed to = instead of ==, not that it acts any different now though..
|
||||
if (sus->status == 0) petition_list.ReadDatabase();
|
||||
else if (sus->status == 1) petition_list.ReadDatabase(); // Until I fix this to be better....
|
||||
break;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user